2026-03-17 시네머신 카메라 묶음 수정. 여러 카메라릭에서 공유하도록 공통 시네머신카메라리스트 분리
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@@ -43,7 +43,7 @@ protected override void Start()
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if (currentTargetCam != null && currentTargetCam.Follow != null)
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{
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_controller = currentTargetCam.Follow.GetComponentInChildren<PlayerCharacterController>();
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_controller = currentTargetCam.Follow.GetComponentInParent<PlayerCharacterController>();
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}
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if (_controller == null)
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21
Assets/02_Scripts/Player/Camera/GeneralCameraRig.cs
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21
Assets/02_Scripts/Player/Camera/GeneralCameraRig.cs
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@@ -0,0 +1,21 @@
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using System.Collections.Generic;
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using Unity.Cinemachine;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class GeneralCameraRig : CameraRigBase
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{
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//CameraRigBase에 전달용
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[SerializeField] private List<CinemachineVirtualCameraBase> _myCameras = new List<CinemachineVirtualCameraBase>();
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protected override IReadOnlyList<CinemachineVirtualCameraBase> CameraCandidates => _myCameras;
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public override void GetInputAxes(List<IInputAxisOwner.AxisDescriptor> axes)
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{
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base.GetInputAxes(axes);
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}
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protected override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worldUp, float deltaTime)
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{
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return (CinemachineVirtualCameraBase)LiveChild;
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}
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}
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2
Assets/02_Scripts/Player/Camera/GeneralCameraRig.cs.meta
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2
Assets/02_Scripts/Player/Camera/GeneralCameraRig.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 1c04f8894370aab408215d8c6d9bfa1a
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@@ -1,6 +1,9 @@
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using System.Collections.Generic;
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using System.Threading;
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using Unity.Cinemachine;
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using Unity.VisualScripting;
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using UnityEngine;
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using static Unity.Cinemachine.CinemachineSplineDolly;
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public class PlayerCharacterController : MonoBehaviour
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{
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@@ -45,7 +48,11 @@ public class PlayerCharacterController : MonoBehaviour
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private CameraMode _cameraMode = CameraMode.FreeLook; //카메라 모드
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private CancellationTokenSource _cameraDelayChangeCts; //지연전환 취소 토큰
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public enum PlayerRotationMode {CameraCoupled, CameraDecoupled}
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public PlayerRotationMode RotationMode;
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public PlayerRotationMode RotationMode = PlayerRotationMode.CameraCoupled;
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//일단은 기본값
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public bool Strafe = false;
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public void SetStrafeMode(bool b) => Strafe = b;
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//캐릭터 관련
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@@ -255,8 +262,8 @@ private void Movement()
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Debug.Log($"Forward : {camForward}");
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//카메라가 보는 방향으로 회전
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RotationByVector(camForward);
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//모드별 회전
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RotationByMode();
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_anim.SetFloat("DirectX", moveDir.x * _currentSpd / _spdCoefficient);
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_anim.SetFloat("DirectY", moveDir.z * _currentSpd / _spdCoefficient);
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@@ -269,10 +276,38 @@ private void RotationByMove()
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transform.rotation = Quaternion.Slerp(transform.rotation, lookTarget, Time.deltaTime * 10);
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}
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}
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private void RotationByVector(Vector3 dir)
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private void RotationByMode()
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{
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transform.forward = Vector3.Slerp(transform.forward, dir, Time.deltaTime * 10);
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switch (RotationMode)
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{
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case PlayerRotationMode.CameraCoupled:
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{
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SetStrafeMode(true);
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RecenterPlayer();
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break;
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}
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case PlayerRotationMode.CameraDecoupled:
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{
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SetStrafeMode(false);
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break;
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}
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}
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}
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public void RecenterPlayer(float damping = 0)
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{
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if (transform == null)
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return;
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Vector3 cameraForward = Camera.main.transform.forward;
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cameraForward.y = 0;
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cameraForward.Normalize();
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Quaternion targetRotation = Quaternion.LookRotation(cameraForward);
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transform.rotation = Quaternion.Slerp(transform.rotation,targetRotation,damping > 0 ? Time.deltaTime / damping : 1f );
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}
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#endregion
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#region 속도적용
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@@ -310,14 +345,6 @@ private void JumpAction()
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}
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#endregion
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#region 카메라
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public void RecenterPlayer()
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{
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if(GameManager.Instance.Camera != null)
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GameManager.Instance.Camera.RecenterPlayer();
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}
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#endregion
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#region 타미어
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private void TickTimer()
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{
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